How to transform multiple bones?

I have ~15 different bones that I want to transform (with different values) - how to setup these nodes to accomplish that?

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I’ve just found an option to transform bones without AnimBP, through PoseableMesh component, but PoseableMesh doesn’t allow any animations :frowning:

I was thinking about creating procedural things like mech arms (rigged skeletal meshes) that would have random (in range) bone positions/rotations upon creating (Construction Script). PoseableMesh component works great with that, but unfortunately it doesn’t allow any skeletal animation control.

Hi Slavq,

Can you describe an example of the end result of what you are trying to do by transforming multiple bones verses using morph target transformations?

Thanks

Hi Slavq,

To use Transform Bone nodes, you have to string them together in sequence. I made a quick demo setup that you can see below.

I’m doing this with the basic Third Person Template. Starting with the State Machine and rotating the arms up by feeding it through Transform Bone nodes. Note the Rotation mode has been changed to Add To Existing, but there are other options to experiment with.

If you have any other questions, let us know!!

-.

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Works perfectly, thanks! :slight_smile:

is there any reason why we should choose the bone from the menu instead of connecting pins? even better that it was possible to switch to an array, the name of the transformation. Why is not possible to transform the array of bones? If you need to modify the rotation of 100 bones, it is absurd to adjust them individually.

Hey ,

I entered a feature request for this. See UE-42313.

-.